Author Topic: Jump Engine mechanics  (Read 1370 times)

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Offline James Patten (OP)

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Jump Engine mechanics
« on: December 30, 2008, 09:12:21 AM »
Not sure if this is a bug or a feature.

When JEs are researched, one of the component is Squadron size.  We start out with 3 ships.  I have always taken this to mean that any JE-equipped ship can take up to 3 other non-JE-equipped ships with them when they jump.  But I routinely have a JE-equipped ship escort 4, 5, or 6 ships that aren't so equipped into a system.  So what does Squadron size really mean?

Also, if I have a JE rated to jump 6000 tons on a 4000 ton ship, shouldn't the 4000-ton ship be able to escort ships from 4001 - 6000 tons that have no JEs?  Yet it does not work that way (or hasn't in past versions, maybe this is different in 3.2).
 

Offline Kurt

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Re: Jump Engine mechanics
« Reply #1 on: December 30, 2008, 09:50:58 AM »
Quote from: "James Patten"
Not sure if this is a bug or a feature.

When JEs are researched, one of the component is Squadron size.  We start out with 3 ships.  I have always taken this to mean that any JE-equipped ship can take up to 3 other non-JE-equipped ships with them when they jump.  But I routinely have a JE-equipped ship escort 4, 5, or 6 ships that aren't so equipped into a system.  So what does Squadron size really mean?

Also, if I have a JE rated to jump 6000 tons on a 4000 ton ship, shouldn't the 4000-ton ship be able to escort ships from 4001 - 6000 tons that have no JEs?  Yet it does not work that way (or hasn't in past versions, maybe this is different in 3.2).

First off, you are correct about the squadron size, it means what you think.  However, Steve differentiated between combat jumps and normal jumps so that players wouldn't have to deal with tedious shuttling back and forth during routine movements.  If you look at the movement orders, you'll see a selection for "combat transit".  This will limit the number of ships transiting to the jump engine's squadron size rating, and will cause the transiting ships to appear at a random location on the far side of the warp point based on the engines "jump point distance" rating.  

As for the ship size rating, Aurora limits the maximum size of the escorted ship by the lower of the escorting ship's jump engine size rating and the escorting ship's size.  So, if you design a 4,000 ton jump ship with a 6,000 ton jump engine, as in your example, that ship will only be able to escort a maximum size of 4,000 ton ships through the warp point.  IIRC, Steve did this to prevent the construction of small jump ships.  

Kurt
 

Offline dammrebel

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Re: Jump Engine mechanics
« Reply #2 on: December 30, 2008, 10:24:19 AM »
Quote from: "Kurt"
Quote from: "James Patten"
Not sure if this is a bug or a feature.

When JEs are researched, one of the component is Squadron size.  We start out with 3 ships.  I have always taken this to mean that any JE-equipped ship can take up to 3 other non-JE-equipped ships with them when they jump.  But I routinely have a JE-equipped ship escort 4, 5, or 6 ships that aren't so equipped into a system.  So what does Squadron size really mean?

Also, if I have a JE rated to jump 6000 tons on a 4000 ton ship, shouldn't the 4000-ton ship be able to escort ships from 4001 - 6000 tons that have no JEs?  Yet it does not work that way (or hasn't in past versions, maybe this is different in 3.2).

First off, you are correct about the squadron size, it means what you think.  However, Steve differentiated between combat jumps and normal jumps so that players wouldn't have to deal with tedious shuttling back and forth during routine movements.  If you look at the movement orders, you'll see a selection for "combat transit".  This will limit the number of ships transiting to the jump engine's squadron size rating, and will cause the transiting ships to appear at a random location on the far side of the warp point based on the engines "jump point distance" rating.  

As for the ship size rating, Aurora limits the maximum size of the escorted ship by the lower of the escorting ship's jump engine size rating and the escorting ship's size.  So, if you design a 4,000 ton jump ship with a 6,000 ton jump engine, as in your example, that ship will only be able to escort a maximum size of 4,000 ton ships through the warp point.  IIRC, Steve did this to prevent the construction of small jump ships.  

Kurt

That answered some questions I was having too. But a couple more on jump mechanics or rather stargates.

1) do Stargates have to be built on both sides of the jump point? I'd assume yes.
2) What exactly do stargates do, do they just make it easier for large number of ships to jump...or does it make it so non jump ship equiped ships can transit the jp on there own because of the gate?

Jeff
 

Offline Charlie Beeler

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Re: Jump Engine mechanics
« Reply #3 on: December 30, 2008, 10:48:05 AM »
Quote from: "dammrebel"
Quote from: "Kurt"
Quote from: "James Patten"
Not sure if this is a bug or a feature.

When JEs are researched, one of the component is Squadron size.  We start out with 3 ships.  I have always taken this to mean that any JE-equipped ship can take up to 3 other non-JE-equipped ships with them when they jump.  But I routinely have a JE-equipped ship escort 4, 5, or 6 ships that aren't so equipped into a system.  So what does Squadron size really mean?

Also, if I have a JE rated to jump 6000 tons on a 4000 ton ship, shouldn't the 4000-ton ship be able to escort ships from 4001 - 6000 tons that have no JEs?  Yet it does not work that way (or hasn't in past versions, maybe this is different in 3.2).

First off, you are correct about the squadron size, it means what you think.  However, Steve differentiated between combat jumps and normal jumps so that players wouldn't have to deal with tedious shuttling back and forth during routine movements.  If you look at the movement orders, you'll see a selection for "combat transit".  This will limit the number of ships transiting to the jump engine's squadron size rating, and will cause the transiting ships to appear at a random location on the far side of the warp point based on the engines "jump point distance" rating.  

As for the ship size rating, Aurora limits the maximum size of the escorted ship by the lower of the escorting ship's jump engine size rating and the escorting ship's size.  So, if you design a 4,000 ton jump ship with a 6,000 ton jump engine, as in your example, that ship will only be able to escort a maximum size of 4,000 ton ships through the warp point.  IIRC, Steve did this to prevent the construction of small jump ships.  

Kurt

That answered some questions I was having too. But a couple more on jump mechanics or rather stargates.

1) do Stargates have to be built on both sides of the jump point? I'd assume yes.
2) What exactly do stargates do, do they just make it easier for large number of ships to jump...or does it make it so non jump ship equiped ships can transit the jp on there own because of the gate?

Jeff

Gates function as a oneway entrance to the jumppoint and effectively have no size or squadron restrictions.  For bidirectional travel requires a gate on both sides.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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Re: Jump Engine mechanics
« Reply #4 on: December 31, 2008, 09:11:35 AM »
Quote from: "dammrebel"
That answered some questions I was having too. But a couple more on jump mechanics or rather stargates.

1) do Stargates have to be built on both sides of the jump point? I'd assume yes.
For 2-way travel yes, although once a gate is up at one side of a jump point you can travel through it. You just won't be able to get back without a jump ship or a second gate.

Quote
2) What exactly do stargates do, do they just make it easier for large number of ships to jump...or does it make it so non jump ship equiped ships can transit the jp on there own because of the gate?
The latter. They effectively act as a jump ship of unlimited size.

Also if you leave a jump ship on a jump point, it will permit two-way travel for non-combat transits up to the size of the jump ship. The jump ship doesn't need to be in the same fleet as the transiting ships. The game assumes the jump ship will make the necessary transits to ferry through any non-jump-capable ships.

Steve